Data Structures | |
class | ReplaceItemWithNewLambda |
adds automatic QuickBar handling More... | |
class | TurnItemIntoItemLambda |
class | DropEquipAndDestroyRootLambda |
this one is a bit special: it drops all items and destroys the ex-root of the hierarchy More... | |
class | DestroyItemInCorpsesHandsAndCreateNewOnGndLambda |
Enumerations | |
enum | TransferInventoryResult { Ok , DroppedSome } |
enum | ThrowEntityFlags |
Functions | |
class TurnItemIntoItemLambdaAnimSysNotifyLambda extends TurnItemIntoItemLambda | OnSuccess (EntityAI new_item) |
void | DropEquipAndDestroyRootLambda (EntityAI old_item, string new_item_type, PlayerBase player) |
override void | CopyOldPropertiesToNew (notnull EntityAI old_item, EntityAI new_item) |
void | MoveEquipToExistingItemAndDestroyOldRootLambda (EntityAI old_item, string new_item_type, PlayerBase player, EntityAI new_item) |
override protected void | RemoveNetworkObjectInfo () |
override protected void | UndoRemoveNetworkObjectInfo () |
override protected void | CreateNetworkObjectInfo (EntityAI new_item) |
enum ThrowEntityFlags | Truncate (float value, int decimals=2) |
truncate float to specified precision | |
static string | TruncateToS (float value, int decimals=2) |
truncate float to specified precision, output as string | |
static vector | TruncateVec (vector value, int decimals=2) |
truncate float to specified precision | |
static string | TruncateVecToS (vector value, int decimals=2, string delimiter=" ") |
static string | GetColorString (float r, float g, float b, float a) |
static string | ValueToBar (float value, string bar="[----------]", string mark="x") |
Produces ACII "progress bar" based on an 0..1 'value' input. | |
static string | InsertAtPos (string base, string insert, int pos) |
Insert 'insert' behind index 'pos' of the 'base' string. | |
static void | TransferItemProperties (EntityAI source, notnull EntityAI target, bool transfer_agents=true, bool transfer_variables=true, bool transfer_health=true, bool exclude_quantity=false) |
will transform variables, agents and other local scripted properties as well as any relevant non-scripted properties like health | |
static void | TransferEntityVariables (EntityAI source, EntityAI target, bool exclude_quantity=false) |
static void | TransferItemVariables (ItemBase source, ItemBase target, bool exclude_quantity=false) |
DEPRECATED. | |
static TransferInventoryResult | TransferInventory (EntityAI sourceItem, EntityAI targetItem, PlayerBase player) |
static void | TransferEntityHealth (EntityAI source, EntityAI target, array< string > healthTypes=null, bool transferZoneDamage=true) |
static void | UnlimitedAmmoDebugCheck (Weapon_Base weapon) |
static void | TurnItemIntoItem (notnull ItemBase old_item, string new_item_type, notnull PlayerBase player) |
static void | TurnItemIntoItemEx (notnull PlayerBase player, ReplaceItemWithNewLambdaBase lambda) |
static void | TurnItemInHandsIntoItem (notnull ItemBase old_item, string new_item_type, notnull PlayerBase player) |
static void | TurnItemInHandsIntoItemEx (notnull PlayerBase player, ReplaceItemWithNewLambdaBase lambda) |
static array< ItemBase > | CreateItemBasePiles (string item_name, vector ground_position, float quantity, float health, bool floaty_spawn=false) |
Spawns multiple piles of stackable ItemBase objects on ground (intended for generic use) | |
static array< ItemBase > | CreateItemBasePilesDispersed (string item_name, vector starPos, vector targetPos, float radius, float quantity, float health, Object ignoreObjectCollison) |
creation method using raycast-dispersed positioning; ECE_TRACE not used as a result | |
static array< Magazine > | CreateMagazinePiles (string item_name, vector ground_position, float quantity, float health) |
static array< Magazine > | CreateMagazinePilesDispersed (string item_name, vector starPos, vector targetPos, float radius, float quantity, float health, Object ignoreObjectCollison) |
creation method using raycast-dispersed positioning; ECE_TRACE not used as a result | |
static array< Magazine > | CreateMagazinePilesFromBullet (string bullet_type, vector ground_position, float quantity, float health) |
static array< Magazine > | CreateMagazinePilesFromBulletDispersed (string bullet_type, vector starPos, vector targetPos, float radius, float quantity, float health, Object ignoreObjectCollison) |
static int | GetHealthLevelForAmmo (string class_name, float health) |
static float | GetTypeMaxGlobalHealth (string class_name, string health_type="Health") |
static bool | GetProjectedCursorPos3d (out vector position, Weapon_Base weapon) |
static void | GetHeadBonePos (notnull PlayerBase player, out vector pos) |
static vector | GetHeadingVector (notnull PlayerBase player) |
static float | GetHeadingAngle (notnull DayZPlayerImplement player) |
static float | GetEnergyMetabolicSpeed (int movement_speed) |
static float | GetWaterMetabolicSpeed (int movement_speed) |
static string | ObtainRestrainItemTargetClassname (notnull EntityAI entity) |
static void | TransformRestrainItem (EntityAI current_item, EntityAI tool, PlayerBase player_source, PlayerBase player_target, bool destroy=false) |
static bool | IsValueInRange (float value, float from, float to) |
static bool | IsPlayerOrientedTowardPos (notnull DayZPlayerImplement player, vector target_pos, float cone_angle) |
Check if player direction(based on cone of defined angle) is oriented to target position. | |
static string | SanitizeString (string input) |
static bool | ComplexBuildCollideCheckClient (PlayerBase player, ActionTarget target, ItemBase item, string partName="") |
static bool | ComplexBuildCollideCheckClient (PlayerBase player, ActionTarget target, ItemBase item, int constraction_index) |
static bool | BuildCondition (PlayerBase player, ActionTarget target, ItemBase item, bool camera_check) |
static bool | BuildCondition (PlayerBase player, ActionTarget target, ItemBase item, bool camera_check, int constraction_index) |
static void | IsUnderRoofFromToCalculation (EntityAI entity, out vector from, out vector to, float height=GameConstants.ROOF_CHECK_RAYCAST_DIST) |
static bool | IsUnderRoof (EntityAI entity, float height=GameConstants.ROOF_CHECK_RAYCAST_DIST) |
static bool | IsUnderRoofEx (EntityAI entity, float height=GameConstants.ROOF_CHECK_RAYCAST_DIST, int geometry=ObjIntersectView) |
static vector | GetSteamPosition (EntityAI parent) |
static vector | GetRandomizedPosition (vector targetPos, float radius) |
static vector | GetRandomizedPositionVerified (vector startPos, vector targetPos, float radius, Object ignore=null) |
static vector | GetRandomizedPositionVerifiedPlayer (Man player, float distance, float radius, Object ignore) |
static void | DropAllItemsInInventoryInBounds (ItemBase ib, vector halfExtents) |
static void | ThrowAllItemsInInventory (notnull EntityAI parent, int flags) |
static void | ThrowEntityFromInventory (notnull EntityAI entity, vector position, float direction[4], vector force, int flags) |
static float | GetCurrentItemHeatIsolation (ItemBase pItem) |
static void | FilterObstructingObjects (array< Object > potentiallyObstructingObjects, out array< Object > obstructingObjects) |
static bool | CanIgnoreDistanceCheck (Object obj) |
static void | FilterObstructedObjectsByGrouping (vector origin, float range, float distanceDelta, array< Object > objects, array< Object > obstructingObjects, out array< Object > filteredObjects, bool doDistanceCheck=false, bool checkIfDistanceCanBeIgnored=false, float maxDist=0) |
group objects that are close to each other together | |
static void | SplitArrayIntoGroupsByDistance (array< Object > objects, array< ref array< Object > > objectGroups, float squaredDistanceDelta) |
static bool | IsObjectObstructed (Object object, bool doDistanceCheck=false, vector distanceCheckPos="0 0 0", float maxDist=0) |
static bool | IsObjectObstructedEx (Object object, IsObjectObstructedCache cache, bool doDistanceCheck=false, vector distanceCheckPos="0 0 0", float maxDist=0) |
static bool | IsObjectObstructedProxy (Object object, IsObjectObstructedCache cache, PlayerBase player) |
static bool | IsObjectObstructedFilter (Object object, IsObjectObstructedCache cache, PlayerBase player) |
static bool | IsObjectObstructedFilterEx (Object object, IsObjectObstructedCache cache, PlayerBase player, int geometryTypeOverride=-1) |
groups 'RaycastRVProxy' and 'RaycastRV' approaches into one method, allowes for comprehensive geometry override, if desired | |
static void | DealEvinronmentAdjustedDmg (ItemBase item, PlayerBase player, float baseDamage) |
static void | DealAbsoluteDmg (ItemBase item, float dmg) |
static float | Normalize (int val, int maxVal) |
static float | Bobbing (float period, float amplitude, float elapsedTime) |
static float | FModulus (float x, float y) |
static void | RemoveSplint (PlayerBase player) |
static void | TeleportCheck (notnull PlayerBase player, notnull array< ref array< float > > safe_positions) |
checks if we should teleport the player to a safe location and if so, performs the teleportation | |
static vector | GetClosestSafePos (vector to_pos, notnull array< ref array< float > > positions) |
static bool | TeleportPlayerToSafeLocation3D (notnull PlayerBase player, vector safePos) |
'stupider' teleport method, does not touch flag management. Applies Y from the position as well! | |
static void | GenerateAINoiseAtPosition (vector position, float lifeTime, NoiseParams noiseParams) |
static float | GetMinValue (array< float > pArray) |
static float | GetMaxValue (array< float > pArray) |
static string | GetItemDisplayName (string type) |
static bool | IsComponentInSelection (array< Selection > pSelection, string pCompName) |
static int | GetComponentIndex (array< Selection > pSelection, string pCompName) |
static void | RemoveAllAttachedChildrenByTypename (notnull EntityAI parent, array< typename > listOfTypenames) |
static void | DeleteAttachedChildrenByTypename (notnull EntityAI parent, array< typename > listOfTypenames) |
static void | GetAttachedChildren (IEntity parent, array< IEntity > outputObjects) |
Fills the provided array with all children entities in hierarchy of this entity. | |
static void | SoakItemInsideParentContainingLiquidAboveThreshold (notnull ItemBase item, notnull ItemBase parent, float liquidQuantityThresholdPercentage=0.05) |
static float | GetCombinedSnowfallWindValue () |
void | IsObjectObstructedCache (vector rayCastStart, int totalObjects) |
void | ClearCache () |
Variables | |
PlayerBase | m_Player |
EntityAI | m_NewItem |
NONE = 0 | |
SPLIT = 1 | |
DestroyItemInCorpsesHandsAndCreateNewOnGndLambda | RaycastStart = "0 0 0" |
int | TotalObjects = 0 |
vector | ObjectCenterPos = "0 0 0" |
vector | ObjectContactPos = "0 0 0" |
vector | ObjectContactDir = "0 0 0" |
int | ContactComponent = -1 |
ref array< ref RaycastRVResult > | HitProxyObjects = new array<ref RaycastRVResult> |
ref set< Object > | HitObjects = new set<Object> |
enum ThrowEntityFlags |
References FModulus(), and Math::Sin().
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Referenced by ComplexBuildCollideCheckClient().
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References ConstructionActionData::GetBuildPartAtIndex(), ConstructionActionData::GetBuildPartNoToolAtIndex(), GetGame(), ConstructionPart::GetMainPartName(), CGame::IsDedicatedServer(), BaseBuildingBase::IsFacingCamera(), BaseBuildingBase::IsPlayerInside(), BaseBuildingBase::MustBeBuiltFromOutside(), and ConstructionActionData::SetTarget().
Referenced by FilterObstructedObjectsByGrouping().
void ClearCache | ( | ) |
References ContactComponent, HitObjects, HitProxyObjects, ObjectCenterPos, ObjectContactDir, and ObjectContactPos.
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We don't care if a valid transform couldn't be found, we just want to preferably use it instead of placing on the old item
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Spawns multiple piles of stackable ItemBase objects on ground (intended for generic use)
References CGame::CreateObjectEx(), ECE_CREATEPHYSICS, ECE_PLACE_ON_SURFACE, ECE_UPDATEPATHGRAPH, Math::Floor(), g_Game, GetGame(), and ItemBase::SetQuantity().
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creation method using raycast-dispersed positioning; ECE_TRACE not used as a result
References CGame::CreateObjectEx(), ECE_PLACE_ON_SURFACE, Math::Floor(), g_Game, GetGame(), and ItemBase::SetQuantity().
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References CGame::CreateObjectEx(), ECE_PLACE_ON_SURFACE, Math::Floor(), g_Game, and GetGame().
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creation method using raycast-dispersed positioning; ECE_TRACE not used as a result
References CGame::CreateObjectEx(), ECE_CREATEPHYSICS, ECE_UPDATEPATHGRAPH, Math::Floor(), g_Game, and GetGame().
Referenced by CreateMagazinePilesFromBulletDispersed().
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References CGame::CreateObjectEx(), ECE_PLACE_ON_SURFACE, Math::Floor(), g_Game, and GetGame().
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References CreateMagazinePilesDispersed(), and g_Game.
override protected void CreateNetworkObjectInfo | ( | EntityAI | new_item | ) |
References GetGame(), m_NewItem, and CGame::RemoteObjectTreeCreate().
Referenced by DealEvinronmentAdjustedDmg().
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References Math::Acos(), Math::Cos(), vector::Dot(), vector::Forward, GetGame(), and Math::Sin().
void DropEquipAndDestroyRootLambda | ( | EntityAI | old_item, |
string | new_item_type, | ||
PlayerBase | player | ||
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group objects that are close to each other together
References Math::AbsFloat(), vector::Aside, CanIgnoreDistanceCheck(), Math::Cos(), vector::DistanceSq(), vector::Dot(), IsObjectObstructedCache(), IsObjectObstructedEx(), vector::RotateAroundZero(), Math::Sin(), SplitArrayIntoGroupsByDistance(), vector::Up, and Vector().
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References Math::ModFloat(), x, and y.
Referenced by Bobbing().
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Fills the provided array with all children entities in hierarchy of this entity.
References IEntity::GetChildren(), and IEntity::GetSibling().
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References vector::DistanceSq().
References string::Format().
References GetName(), INDEX_NOT_FOUND, and string::ToLower().
item heat isolation (from cfg)
item health (state)
item wetness
wet factor selection
health factor selection
apply factors
References GameConstants::ENVIRO_ISOLATION_HEALTHFACTOR_B_DAMAGED, GameConstants::ENVIRO_ISOLATION_HEALTHFACTOR_DAMAGED, GameConstants::ENVIRO_ISOLATION_HEALTHFACTOR_PRISTINE, GameConstants::ENVIRO_ISOLATION_HEALTHFACTOR_RUINED, GameConstants::ENVIRO_ISOLATION_HEALTHFACTOR_WORN, GameConstants::ENVIRO_ISOLATION_WETFACTOR_DAMP, GameConstants::ENVIRO_ISOLATION_WETFACTOR_DRENCHED, GameConstants::ENVIRO_ISOLATION_WETFACTOR_DRY, GameConstants::ENVIRO_ISOLATION_WETFACTOR_SOAKED, GameConstants::ENVIRO_ISOLATION_WETFACTOR_WET, GameConstants::STATE_BADLY_DAMAGED, GameConstants::STATE_DAMAGED, GameConstants::STATE_DAMP, GameConstants::STATE_DRENCHED, GameConstants::STATE_DRY, GameConstants::STATE_PRISTINE, GameConstants::STATE_RUINED, GameConstants::STATE_SOAKING_WET, GameConstants::STATE_WET, and GameConstants::STATE_WORN.
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References HumanInputController::GetHeadingAngle().
Referenced by GetHeadingVector().
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References Math::Cos(), GetHeadingAngle(), vector::Normalized(), Math::PI_HALF, Math::Sin(), and vector::Zero.
References CachedObjectsArrays::ARRAY_FLOAT, CFG_WEAPONSPATH, class_name, CGame::ConfigGetFloatArray(), and GetGame().
References CGame::ConfigGetTextOut(), and GetGame().
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References vector::Normalized(), PROJECTED_CURSOR_DISTANCE, and DayZPhysics::RaycastRV().
References Math::Cos(), Math::RandomFloat01(), Math::RandomIntInclusive(), Math::Sin(), and Vector().
Referenced by GetRandomizedPositionVerified().
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References GetRandomizedPosition(), DayZPhysics::RaycastRVProxy(), and RaycastRVParams::type.
Referenced by GetRandomizedPositionVerifiedPlayer().
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References GetRandomizedPositionVerified().
References CFG_MAGAZINESPATH, CFG_VEHICLESPATH, CFG_WEAPONSPATH, class_name, CGame::ConfigGetFloat(), and GetGame().
Insert 'insert' behind index 'pos' of the 'base' string.
References string::Length(), and string::Substring().
Referenced by ValueToBar().
References GetName(), string::Length(), and string::ToLower().
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References GetGame(), GetPlayer(), IsObjectObstructedCache(), and IsObjectObstructedEx().
References RaycastStart, and TotalObjects.
Referenced by ActionTargets::FilterObstructedObjects(), FilterObstructedObjectsByGrouping(), IsObjectObstructed(), and ActionTargets::IsObstructed().
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References vector::DistanceSq(), g_Game, and IsObjectObstructedFilterEx().
Referenced by FilterObstructedObjectsByGrouping(), and IsObjectObstructed().
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groups 'RaycastRVProxy' and 'RaycastRV' approaches into one method, allowes for comprehensive geometry override, if desired
References RaycastRVParams::flags, GetGame(), GetPlayer(), DayZPhysics::RaycastRV(), DayZPhysics::RaycastRVProxy(), and RaycastRVParams::type.
Referenced by IsObjectObstructedEx().
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References DayZPhysics::RaycastRVProxy().
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Check if player direction(based on cone of defined angle) is oriented to target position.
dir in cone or in a tip of cone
References Math::AbsFloat(), Math::Acos(), vector::Dot(), vector::Normalize(), and Math::RAD2DEG.
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References IsUnderRoofEx().
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References IsUnderRoofFromToCalculation(), and DayZPhysics::RaycastRV().
Referenced by IsUnderRoof().
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References Vector().
Referenced by IsUnderRoofEx().
void MoveEquipToExistingItemAndDestroyOldRootLambda | ( | EntityAI | old_item, |
string | new_item_type, | ||
PlayerBase | player, | ||
EntityAI | new_item | ||
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References Debug::LogError().
class TurnItemIntoItemLambdaAnimSysNotifyLambda extends TurnItemIntoItemLambda OnSuccess | ( | EntityAI | new_item | ) |
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References Math3D::MatrixIdentity4().
override protected void RemoveNetworkObjectInfo | ( | ) |
References GetGame(), m_NewItem, and CGame::RemoteObjectTreeDelete().
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References Class::CastTo(), GameConstants::DAMAGE_BADLY_DAMAGED_VALUE, GameConstants::DAMAGE_DAMAGED_VALUE, GameConstants::DAMAGE_RUINED_VALUE, GameConstants::DAMAGE_WORN_VALUE, GetGame(), GameConstants::STATE_BADLY_DAMAGED, GameConstants::STATE_DAMAGED, GameConstants::STATE_RUINED, and GameConstants::STATE_WORN.
References Math::Clamp(), string::Length(), and string::Substring().
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References g_Game.
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References vector::DistanceSq().
Referenced by FilterObstructedObjectsByGrouping().
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checks if we should teleport the player to a safe location and if so, performs the teleportation
References GetGame(), GetPlugin(), CGame::RPCSingleParam(), and CGame::SurfaceY().
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'stupider' teleport method, does not touch flag management. Applies Y from the position as well!
References GetGame(), and CGame::RPCSingleParam().
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Referenced by TransferItemProperties().
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will transform variables, agents and other local scripted properties as well as any relevant non-scripted properties like health
References GetGame(), and TransferEntityHealth().
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DEPRECATED.
References TransferEntityVariables().
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References Error().
enum ThrowEntityFlags Truncate | ( | float | value, |
int | decimals = 2 |
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truncate float to specified precision
Referenced by TruncateToS().
truncate float to specified precision, output as string
References Truncate().
truncate float to specified precision
References Math::Clamp(), Math::Floor(), float::LOWEST, float::MAX, Math::Pow(), and Vector().
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References TurnItemInHandsIntoItemEx().
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Referenced by TurnItemInHandsIntoItem().
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References TurnItemIntoItemEx().
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Referenced by TurnItemIntoItem().
override protected void UndoRemoveNetworkObjectInfo | ( | ) |
References GetGame(), m_NewItem, and CGame::RemoteObjectTreeCreate().
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References GetGame().
Produces ACII "progress bar" based on an 0..1 'value' input.
References Math::Clamp(), InsertAtPos(), string::Length(), Math::Lerp(), and Math::Round().
int ContactComponent = -1 |
Referenced by ClearCache().
Referenced by ClearCache().
ref array<ref RaycastRVResult> HitProxyObjects = new array<ref RaycastRVResult> |
Referenced by ClearCache().
EntityAI m_NewItem |
m_Player |
@ NONE = 0 |
vector ObjectCenterPos = "0 0 0" |
Referenced by ClearCache().
vector ObjectContactDir = "0 0 0" |
Referenced by ClearCache().
vector ObjectContactPos = "0 0 0" |
Referenced by ClearCache().
DestroyItemInCorpsesHandsAndCreateNewOnGndLambda RaycastStart = "0 0 0" |
Referenced by IsObjectObstructedCache().
SPLIT = 1 |
int TotalObjects = 0 |
Referenced by IsObjectObstructedCache().